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Five Tribes Plain and Simple Summary
Five Tribes Plain and Simple Summary
Five Tribes Plain and Simple Summary
i. Examine the tile that your meeples ended on, and all immediately
orthogonally and diagonally adjacent tiles. Count the number of
blue-valued tiles among them.
ii. Multiply the number of blue-valued tiles by the number of blue
builder meeples returned to the bag.
iii. If you wish, you may discard slaves from your hand to increase
the multiplier (by 1 for each slave discarded).
iv. Mountains are ignored by builders.
v. Red Assassins Put all red assassin meeples into the meeple bag, you
may kill one other meeple (which is returned to the bag) using the following
rules:
i. The meeple can be any colour of your choice, located on a tile no
further away from your finishing tile than 1 tile per red assassin
put into the bag. Distance counting is orthogonal and not
diagonal. Mountains are ignored by Assassins.
ii. Alternatively, the active player may kill one white, one yellow, or
one purple meeple in front of another player.
iii. Slave cards may be discarded to increase the range of the
assassin by one space per slave discarded.
iv. If, as a result of taking the assassin tribe action, a tile is
completely cleared of meeples, the active player immediately
takes control of that tile and places a camel from their supply on
it.
v. It is possible to clear two tiles during the assassin tribe action if
picking up the assassins in the first place also clears a tile. In this
case, provided there are enough camels available, the player
takes control of both tiles. If they only have one camel available,
they may only take control of their finishing tile, and not the tile
emptied by the assassination.
vi. Purple Artisans: Place all the Purple Meeples you just collected in front of
you and take a matching number of Item Markers from the pile. Choose
one of them, keep it face down before you, and discard the others face up.
i. Precious Items are worth VPs at Game End.
ii. Magic Items have a special effect, and can be played at any time
during your turn, including just after you drew it. Only one magic
item may be played per turn. Each magic item is single use: once
an item is played, it is discarded.
iii. Artisans can also be spent in the Workshops during the game to
acquire more Items (see below). Just like Viziers and Elders,
Artisans can be killed by Assassins.
e. Tile Actions: When a players tribe action is complete, the action of the tile that
the last meeple was placed on is completed. If you took control of a second tile
through the use of assassins, you do not receive the action of this tile as well.
The tiles which have compulsory (red arrow actions) are:
i. Oasis (Palm Tree) Place one new palm tree on this tile. There is no limit
to the number of palm trees that can be on a tile. If there are no palm trees
left in supply, this action is ignored.
ii. Village (Palace) Place 1 new palace on this tile. There is no limit to the
number of palaces that can be on a tile. If there are no palaces left in
supply, this action is ignored.
If the tile does not have a red arrow, the action is optional, and these
actions are:
iii. Small Market (pink 1/3): Pay 3 gold and pick one resource card from the
first three on the resource window. Do not refill window until clean up
phase.
iv. Large Market (blue 2/3): Pay 6 gold coins and pick two resource cards
from the first six on the resource window. If there is only one resource card
in the window, you still pay 6 gold to take it. There is no limit to the number
of palm trees that can be on a tile. If there are no palm trees left in supply,
this action is ignored.
v. Specialized Market (red 1/9): Pay 4 gold coins and pick any resource of
your choice from the row of Resource Cards. Do not refill the window until
Clean Up phase.
vi. Sacred Place (B/W with lamp): Pay two elders OR one elder and one
slave to buy a Djinn of your choice from those available in the Djinn
window. Put the elder in the meeple bag and the slave into discard. Do not
refill the Djinn window until Clean Up phase. The special rules for Djinns
are:
i. Some Djinn powers are passively active all the time. Some may
be paid to use (once per turn only). For the pay per use powers,
you may only activate them on your turn (including immediately
after buying the Djinn), but only if the entry cost can be paid.
vii. Workshop (picture of item): Pay either 1 Artisan OR 2 Slaves to take the
first Item of the Item pile.
f. Merchandise Sale (Optional): Once tile actions are complete, a player MAY sell
some of their resource cards (NOT slaves) to convert them back into gold coins
to spend on a future turn. The set of merchandise cards must all be different from
each other, and a set of 1,2,3,4,5,6,7,8,9 cards is worth 1,3,7,13,21,30,40,50,60
gold coins respectively.
3. Clean Up Phase: Once all players have taken all 5 (or 6) of their action steps, Clean
Up is conducted.
a. Resource Cards: Slide any remaining resource cards along the resource
row so they are side by side and replenish the spaces left nearest the draw
pile to create a window of 9 resource cards. If there are no resource cards to
draw, reshuffle the discards, and if there are still not enough, no more can be
drawn.
b. Djinns: Slide any remaining Djinns along the Djinn row so they are side by
side and replenish the spaces left near the draw pile to create a window of 3
face up Djinn cards.
Game End
The game ends when one of two possible events occurs:
1. A player places their last camel on a tile. The active player finishes their action
phase as normal. The game ends once all players have taken their actions for this
turn. Final scoring then occurs.
2. There are no more legal meeple moves. If a player can make no legal meeple
move, he has the opportunity to invoke any Djinn powers he chooses, and then he
passes and play moves to the next player. All following players have the same
opportunity to use Djinn powers. The turn then finishes and final scoring takes place.
Final Scoring
Final scoring is conducted using the scoring sheets in the following way:
1 VP for each Vizier (Yellow Meeple) you own + 10 VPs for each opponent who has
strictly less Viziers than you do.
2 VPs per Elder (White Meeple) you own
Sum of VPs for all your Djinns
Sum of VPs for all of your Tiles (those with one of your Camels on it)
3 VPs for each Palm Tree on all of your Tiles
5 VPs for each Palace on all of your Tiles
Convert all your merchandise (slaves cannot contribute to sets) to gold. Add this gold
the gold you have in front of you, and each gold point is worth 1 VP.
Your Tent scores the VPs on its tile + 1 VP per each surrounding Red valued tile,
including the Tile where it stands, if it is also Red valued. Mountains are ignored for
Tent scoring.
Each Artisan gives you 3 VPs if no other player has more Artisans than you;
otherwise you score only 2 VPs per Artisan.
Precious Items: Each is worth the displayed number of VPs, which you reveal and
score at the end of the game.
The player with the most VPs is the winner!